-
2
-
-
26044459094
-
Children's Ratings of Stressful Experiences at Home and School: Loss of a Parent and Grade Retention as Superlative Stressors
-
University of California Press
-
Anderson, G. E., Jimerson, S. R. and Whipple, A. D. (2002), Children's Ratings of Stressful Experiences at Home and School: Loss of a Parent and Grade Retention as Superlative Stressors, Santa Barbara: University of California Press.
-
(2002)
Santa Barbara
-
-
Anderson, G.E.1
Jimerson, S.R.2
Whipple, A.D.3
-
3
-
-
82455197397
-
Immanent critique as the core of critical theory: Its origins and developments in hegel, Marx and contemporary thought
-
Antonio, R. J. (1981), 'Immanent critique as the core of critical theory: Its origins and developments in hegel, Marx and contemporary thought', The British Journal of Sociology, 32: 2, pp. 330-45.
-
(1981)
The British Journal of Sociology
, vol.32
, Issue.2
, pp. 330-345
-
-
Antonio, R.J.1
-
6
-
-
0008917059
-
Hearts, clubs, diamonds, spades: Players who suit MUDs
-
Accessed 13 December 2013
-
Bartle, R. (1996), 'Hearts, clubs, diamonds, spades: Players who suit MUDs', Journal of MUD Research, 1: 1, http://www.mud.co.uk/richard/hcds.htm. Accessed 13 December 2013.
-
(1996)
Journal of MUD Research
, vol.1
, pp. 1
-
-
Bartle, R.1
-
11
-
-
21444433318
-
Enhancing teaching through constructive alignment
-
Biggs, J. (1996), 'Enhancing teaching through constructive alignment', Higher Education, 32: 3, pp. 347-64.
-
(1996)
Higher Education
, vol.32
, Issue.3
, pp. 347-364
-
-
Biggs, J.1
-
14
-
-
0004264804
-
Man, Play and Games
-
Chicago: University of Illinois Press
-
Caillois, R. (2001), Man, Play and Games, Urbana, Chicago: University of Illinois Press
-
(2001)
Urbana
-
-
Caillois, R.1
-
15
-
-
84939216380
-
-
Center for Game Science (2010), Refraction, Seattle, WA: University of Washington [PC]
-
Center for Game Science (2010), Refraction, Seattle, WA: University of Washington [PC].
-
-
-
-
18
-
-
0034549672
-
The "what" and "why" of goal pursuits: Human needs and the self-determination of behavior
-
Deci, E. L. and Ryan, R. M. (2000), 'The "what" and "why" of goal pursuits: Human needs and the self-determination of behavior', Psychological Inquiry, 11: 4, pp. 227-68.
-
(2000)
Psychological Inquiry
, vol.11
, Issue.4
, pp. 227-268
-
-
Deci, E.L.1
Ryan, R.M.2
-
19
-
-
0033220501
-
A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation
-
Deci, E. L., Ryan, R. M. and Koestner, R. (1999), 'A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation', Psychological Bulletin, 125: 6, pp. 627-68.
-
(1999)
Psychological Bulletin
, vol.125
, Issue.6
, pp. 627-668
-
-
Deci, E.L.1
Ryan, R.M.2
Koestner, R.3
-
20
-
-
84962462540
-
-
CHI 2011, Vancouver, Canada, 7-12 May, Accessed 12 December 2013
-
Deterding, S. (2011). 'Situated motivational affordances of game elements: A conceptual model', CHI 2011, Vancouver, Canada, 7-12 May, http://gamification-research.org/wp-content/uploads/2011/04/09-Deterding.pdf. Accessed 12 December 2013.
-
(2011)
Situated Motivational Affordances of Game Elements: A Conceptual Model
-
-
Deterding, S.1
-
21
-
-
84860665893
-
From game design elements to gamefulness: Defining "gamification"
-
Lugmayr, A., Franssila, H., Safran, C. and Hammouda, I. (eds), Envisioning Future Media Environments, 28 September-30 September, Tampere, Finland: ACM
-
Deterding, S., Dixon, D., Khaled, R. and Nacke, L. (2011), 'From game design elements to gamefulness: Defining "gamification"', in Lugmayr, A., Franssila, H., Safran, C. and Hammouda, I. (eds), MindTrek '11: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 28 September-30 September, Tampere, Finland: ACM, pp. 9-15
-
(2011)
Mindtrek '11: Proceedings of the 15Th International Academic Mindtrek Conference
, pp. 9-15
-
-
Deterding, S.1
Dixon, D.2
Khaled, R.3
Nacke, L.4
-
23
-
-
29144488110
-
Entertainment and Utopia
-
Dyer, R. (1978), 'Entertainment and Utopia', Movie, 1: 24, pp. 2-13.
-
(1978)
Movie
, vol.1
, Issue.24
, pp. 2-13
-
-
Dyer, R.1
-
24
-
-
84955112165
-
-
Gamification.org, Gamification. Accessed 10 November 2013
-
Gamification.org (2013), 'Gamification', http://gamification.org/wiki/ Gamification. Accessed 10 November 2013.
-
(2013)
'Gamification'
-
-
-
25
-
-
84939223895
-
-
Asylums, Garden City, NY, (1986), Frame Analysis: An Essay on the Organization of Experience, Boston, MA: Northeastern University Press
-
Goffman, E. (1961), Asylums, Garden City, NY: Doubleday, Anchor Books. (1986), Frame Analysis: An Essay on the Organization of Experience, Boston, MA: Northeastern University Press.
-
(1961)
Doubleday, Anchor Books
-
-
Goffman, E.1
-
27
-
-
84939220166
-
Circles and frames: The games social scientists play
-
E. Torner and W. J. White, North Carolina: McFarland & Company
-
Hook, N. (2012), 'Circles and frames: The games social scientists play', in E. Torner and W. J. White (eds), Immersive Gameplay: Essays on Participatory Media and Role-Playing, North Carolina: McFarland & Company, pp. 52-70.
-
(2012)
Immersive Gameplay: Essays on Participatory Media and Role-Playing
, pp. 52-70
-
-
Hook, N.1
-
28
-
-
84939224716
-
'Tales of the digital sublime: Tracing the relationship between big data and professional sport', Convergence
-
Accessed 10 November 2013. Hutchins, B. (2014), The International Journal of Research into New Media Technologies (in press)
-
Hoopla (2013), 'Home', http://hoopla.net. Accessed 10 November 2013. Hutchins, B. (2014), 'Tales of the digital sublime: Tracing the relationship between big data and professional sport', Convergence: The International Journal of Research into New Media Technologies (in press).
-
(2013)
'Home'
-
-
Hoopla, H.1
-
29
-
-
79951868540
-
The achievement machine: Understanding Xbox 360 achievements in gaming practices
-
Accessed 9 October 2013
-
Jakobsson, M. (2011), 'The achievement machine: Understanding Xbox 360 achievements in gaming practices', Game Studies: The International Journal of Computer Game Research, 11: 1, http://gamestudies.org/1101/articles/jakobsson. Accessed 9 October 2013.
-
(2011)
Game Studies: The International Journal of Computer Game Research
, vol.11
, pp. 1
-
-
Jakobsson, M.1
-
30
-
-
84939244182
-
-
Gamify your marketing', M&M Global', Accessed 25 November 2013
-
Kleinberg, A. (2011), 'HOW TO: Gamify your marketing', M&M Global', http://www.mandmglobal.com/community/blog/11-09-12/HOW-TO-Gamify-your-marketing.aspx. Accessed 25 November 2013.
-
(2011)
'HOW TO
-
-
Kleinberg, A.1
-
32
-
-
85044810518
-
Why gamers don't learn more: An ecological approach to games as learning environments
-
Linderoth, J. (2012), 'Why gamers don't learn more: An ecological approach to games as learning environments', Journal of Gaming and Virtual Worlds, 4: 1, pp. 45-62.
-
(2012)
Journal of Gaming and Virtual Worlds
, vol.4
, Issue.1
, pp. 45-62
-
-
Linderoth, J.1
-
34
-
-
84895658524
-
Gaming Matters: Art, Science
-
The University of Alabama Press
-
McAllister, K. S. and Ruggill, J. E. (2011), Gaming Matters: Art, Science, Magic, and the Computer Game Medium, Tuscaloosa: The University of Alabama Press.
-
(2011)
Magic, and the Computer Game Medium, Tuscaloosa
-
-
McAllister, K.S.1
Ruggill, J.E.2
-
38
-
-
84939234939
-
Microsoft Game Studios
-
Redmond, WA: Microsoft Game Studios [PC]
-
Microsoft Game Studios (2006), Microsoft Flight Simulator X, Redmond, WA: Microsoft Game Studios [PC].
-
(2006)
Microsoft Flight Simulator X
-
-
-
39
-
-
84873395897
-
'Just a cyberplace. The rules in video games, between ontology and epistemology', Proceedings of DiGRA 2011 Conference
-
Accessed 19 November 2013
-
Mosca, I. (2011), 'Just a cyberplace. The rules in video games, between ontology and epistemology', Proceedings of DiGRA 2011 Conference: Think Design Play, DiGRA, Utrecht, http://www.digra.org/digital-library/publications/just-a-cyberplace-the-rules-in-videogames-between-ontology-and-epistemology/. Accessed 19 November 2013.
-
(2011)
Think Design Play, Digra, Utrecht
-
-
Mosca, I.1
-
40
-
-
84875969756
-
+10! Gamification and deGamification
-
Accessed 20 November 2013
-
Mosca, I. (2012), '+10! Gamification and deGamification', G|A|M|E Games as Art, Media, Entertainment, 1: 1, http://www.gamejournal.it/plus10_gamification-and-degamification/#.UntoEpEUX8s. Accessed 20 November 2013.
-
(2012)
G|A|M|E Games as Art, Media, Entertainment
, vol.1
, pp. 1
-
-
Mosca, I.1
-
41
-
-
84881103608
-
-
Games+Learning+Society 8.0, Madison, WI, June
-
Nicholson, S. (2012), 'A user-centered theoretical framework for meaningful gamification', Games+Learning+Society 8.0, Madison, WI, 13-15 June.
-
(2012)
A user-centered theoretical framework for meaningful gamification
, pp. 13-15
-
-
Nicholson, S.1
-
42
-
-
0003633002
-
-
New York: W. W. Norton and Company, Inc
-
Piaget, J. (1962), Play, Dreams, and Imitation in Childhood, New York: W. W. Norton and Company, Inc
-
(1962)
Play, Dreams, and Imitation in Childhood
-
-
Piaget, J.1
-
44
-
-
0004163929
-
-
Chicago: University of Chicago Press
-
Poster, M. (1990), The Mode of Information, Chicago: University of Chicago Press.
-
(1990)
The Mode of Information
-
-
Poster, M.1
-
45
-
-
0003078784
-
The mode of information and postmodernity
-
(1994), D. Crowley and D. Mitchell (eds), Stanford: Stanford University Press
-
Poster, M. (1994), 'The mode of information and postmodernity', in D. Crowley and D. Mitchell (eds), Communication Theory Today, Stanford: Stanford University Press, pp. 173-92.
-
Communication Theory Today
, pp. 173-192
-
-
Poster, M.1
-
49
-
-
84917732506
-
Images of anti-temporality: An essay in the anthropology of experience
-
V. Turner and E. L. B. Turner (eds), Tucson: University of Arizona Press
-
Turner, V. (1985), 'Images of anti-temporality: An essay in the anthropology of experience', in V. Turner and E. L. B. Turner (eds), On the Edge of the Bush: Anthropology as Experience, Tucson: University of Arizona Press, pp. 227-46.
-
(1985)
On the Edge of the Bush: Anthropology as Experience
, pp. 227-246
-
-
Turner, V.1
-
50
-
-
85044995064
-
"I'm in love with someone that doesn't exist!" Bleed in the context of a computer game
-
Waern, A. (2011), '"I'm in love with someone that doesn't exist!" Bleed in the context of a computer game', Journal of Gaming and Virtual Worlds, 3: 3, pp. 239-58.
-
(2011)
Journal of Gaming and Virtual Worlds
, vol.3
, Issue.3
, pp. 239-258
-
-
Waern, A.1
-
51
-
-
77954654756
-
A meta-analytic examination of work and general locus of control
-
Wang, Q., Bowling, N. A. and Eschleman, K. J. (2010), 'A meta-analytic examination of work and general locus of control', Journal of Applied Psychology, 95: 4, pp. 761-68.
-
(2010)
Journal of Applied Psychology
, vol.95
, Issue.4
, pp. 761-768
-
-
Wang, Q.1
Bowling, N.A.2
Eschleman, K.J.3
-
53
-
-
0011640802
-
What is a constructivist learning environment?
-
in B. G. Wilson (ed.), Englewood Cliffs, NJ: Educational Technology Publications
-
Wilson, B. G. (1996), 'What is a constructivist learning environment?', in B. G. Wilson (ed.), Constructivist Learning Environments: Case Studies in Instructional Design, Englewood Cliffs, NJ: Educational Technology Publications, pp. 3-8.
-
(1996)
Constructivist Learning Environments: Case Studies in Instructional Design
, pp. 3-8
-
-
Wilson, B.G.1
-
54
-
-
84939241841
-
Gamification: Companies of all sizes are using this strategy to win customers and pummel competitors
-
10 November, Accessed 11 December 2013
-
Workman, B. (2013), 'Gamification: Companies of all sizes are using this strategy to win customers and pummel competitors', Business Insider, 10 November, http://www.businessinsider.com.au/the-growing-gamification-market-2013-11. Accessed 11 December 2013.
-
(2013)
Business Insider
-
-
Workman, B.1
|